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Summary

This PR adds comprehensive Blueprint translation features including complete Blueprint translation, variable support, component overrides, and enhanced code generation.

New Features

  • Complete Blueprint Translation: New toolbar command to translate all graphs in a Blueprint at once
  • Variable Support: Full support for Blueprint-level variables, local variables with complete type mapping (Array, Set, Map)
  • Component Overrides: Automatic detection and serialization of component property overrides
  • ClassItSelf Graph Type: New graph type for representing class skeleton structure
  • Enhanced Code Generation: Significantly expanded CodeGen_CPP.md with detailed guidance

Technical Details

  • Added GenerateFromBlueprint() method for complete Blueprint translation
  • Added ConvertVariableDescription() and CollectLocalVariables() methods to reduce code duplication
  • Improved Map key type extraction from Blueprint pin types
  • Enhanced component parent-child relationship detection
  • Updated README with new features documentation

Testing

  • All existing functionality remains backward compatible
  • New features tested with various Blueprint types and structures
image

@flashpoint493 flashpoint493 force-pushed the main branch 3 times, most recently from 23323e8 to 764fba1 Compare January 12, 2026 10:04
…support

Add Translate Entire Blueprint toolbar command for batch translation

Add full support for Blueprint-level variables, local variables, and component overrides

Add ClassItSelf graph type for class structure generation

Improve Map key type extraction from Blueprint pin types

Enhance component parent-child relationship detection

Expand CodeGen_CPP.md with detailed guidance

Update README with new features and improvements

Fix compilation error: remove incorrect return statement in SaveGraphFilesOriginal
@ethanfischer
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Need this!

@flashpoint493
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Author

The tools I currently have are exactly the version I submitted. I'm applying this workflow to my own game and experimenting with different approaches, so I don't have a more solidified plan yet.

I believe the core concept of Node To Code (using JSON to describe node connections and transforming them into code via LLM, while using context to constrain the output format) is correct, but it could be made more lightweight and extensible—for instance, by using more "skills" to handle processing contexts. Unreal Engine also needs a better, more universally accessible Module for integrating such Skills.

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2 participants